# Performance Optimization -

**URL:** https://qa.fmod.com/t/performance-optimization/22773
**Category:** FMOD Studio
**Tags:** ue5
**Created:** [April 8, 2025, 7:19pm UTC](https://qa.fmod.com/t/performance-optimization/22773 "2025-04-08T19:19:27Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![tharvaz](https://avatars.discourse-cdn.com/v4/letter/t/df705f/32.png) [@tharvaz](https://qa.fmod.com/u/tharvaz)
#### Post date: [April 8, 2025, 7:19pm UTC](https://qa.fmod.com/t/performance-optimization/22773/1 "2025-04-08T19:19:27Z")

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Hi,

I´m working on a UE5 project (FMOD 2.03.03) with a big map and up to 396 voices / 388 instances - most of them are associated with “walltorches” events across the scenario =\> 310 instances / voices, started at the beginning of gameplay (and looping indefinitely). Despite the fact I´ve set the max instances of this event = 4, Stealing Virtualization (so most of these instances are virtualized), I´m having poor CPU Performance (Update = 70% and Mixer around 57%), as shown in the Profiler images bellow. Any ideas how I could optmize performance? Thanks.

 ![Performance chart](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/4/43556ce3fd4db8c7a4932817b27edcb5e2bbe7d6.png)

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### Author: ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)
#### Post date: [April 9, 2025, 5:25am UTC](https://qa.fmod.com/t/performance-optimization/22773/2 "2025-04-09T05:25:13Z")

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Hi,

Fundamentally, while FMOD’s virtualization system is a strong optimization tool, it _isn’t_ a replacement for a culling system. The reason for the poor performance is that while audio processing and mixing isn’t performed on virtualized instances, the rest of Studio’s processing still is - i.e. API commands, playback position and state, 3D attributes, updating parameters, modulation/automation, and so on. ~300 virtual voices, while producing no audio output, is still a lot of voices to be processing every update interval.

I’d recommend implementing some sort of distance-based culling system for the walltorches in your UE5 project, which should cut down on the number of virtual voices being processed, and hopefully yield better performance. Consider using the [max distance event property](https://www.fmod.com/docs/2.03/unreal/api-reference-common.html#efmodeventproperty) of the walltorch event as a baseline for where to start culling, and adjust from there as needed.

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### Author: ![tharvaz](https://avatars.discourse-cdn.com/v4/letter/t/df705f/32.png) [@tharvaz](https://qa.fmod.com/u/tharvaz)
#### Post date: [April 11, 2025, 12:42am UTC](https://qa.fmod.com/t/performance-optimization/22773/3 "2025-04-11T00:42:39Z")

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Hi Leah,

Thank you very much for your reply. That makes a lot of sense now. Let me test this solution with the programmers and get back to you asap.

Thanks again.
